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Thursday, April 30, 2009

When first discovered the Clockwork Chariot might be mistaken for a work of art with its delicate silver spokes, carefully sculpted horses, and gold leaf trim. A magical examination will reveal the device's true nature as a weapon of war however.

The Chariot is a two-wheeled conveyance capable of carrying three people. The chariot's body is shaped from panels of beaten bronze etched with a pattern of sun and stars over a wooden frame. The entire thing is further decorated with gold leaf and polished rails of black wood. The Chariot is pulled by two iron-shod horses carved from blocks of jade connected with mithril and silver clockworks. The horses are connected to the chariot with harnesses made of pure white leather, each controlled by delicate silver reins.

Checking the chariot for magical properties will reveal Legendary animation, protection, and alteration magic. A Superb test of divination magic will reveal the device's command words:

Word of Activation - The person who takes the reins and speaks this word claims ownership of the device. The Chariot will only function at the command of its current owner. Ownership is relinquished using the Word of Release or upon the owner's death.

Word of Release - This word relinquishes ownership of the Chariot, allowing another to claim it as their own.

Word of Motion - The Chariot acts as a normal conveyance, carrying up to three human-sized beings and light baggage at Superb speed for eight hours. After eight hours travel the Chariot must 'rest' for four hours before being used again.

Word of War - When this word is uttered the Chariot transforms into a weapon of war. The wheels sprout protruding spines while the horses gain silvery barding, spikes upon their hooves, and an aura of violet flame. Invisible barriers rise around the passengers, protecting them from attack. The Chariot can carry three human-sized beings. The owner must direct the Chariot, but the other two are free to carry out other actions. The Chariot remains in 'war mode' for up to one hour, after witch it must 'rest' for four hours before being used again.

Word of Destruction - While active under a Word of War, the Chariot's owner can invoke the Word of Destruction. When this word is spoken the horses pulling the Chariot breath violet flame in an arc 60' long, 30' wide in front of the Chariot. This flame does Superb damage (Epic resist test to avoid) and disintegrates any mundane weapon within its area of effect. This word can be used twice per Word of War activation.

The Chariot has the following characteristics:

Superb speed - While active the Chariot moves as fast as a galloping horse. It provides a perfectly stable and comfortable ride to its passengers however, even when carrying out violent maneuvers. The Chariot can travel over any sort of ground as if it were flat road.

Epic defense and toughness - The Chariot itself is very difficult to damage and any damage done repairs itself after a day of inactivity.

Superb protection - In war mode, the Chariot provides its passengers with Superb protection from physical attack.

Good trample damage - Anyone trampled by the Chariot suffers a Good attack and is stunned for one round. This damage is increased to Great in war mode.

Great impale damage - In war mode anyone that the Chariot passes within five feet of suffers a Great impale attack from one of the Chariots many spikes.

Wednesday, April 29, 2009

The Rod of Mirrors is a six foot rod of flat black metal, three inches in diameter. The lower portion is etched with a swirling pattern of fine lines that swirl up the rod like flame, barely visible. The top foot of the rod is cut and polished into a chaotic array of half-inch wide silver facets that cover its entire surface. The rod is quite heavy, though not so heavy as to be unwieldy. If checked for magical properties, the rod radiates Superb alteration and Good protection magic. A Good check of divination magic will reveal the rod's magical properties:

Fair damage bonus when used as a melee weapon.

The rod reduces the effect of any harmful energy magic that would affect the wielder by one rank. This includes both area of effect and targeted spells.

Three times per day the wielder can command the rod to absorb spells for ten rounds. This power will absorb all targeted spells, both harmful and beneficial, directed at the wielder. The energies of an absorbed spell remain stored for one day (see below).

The wielder can release the energy of a previously absorbed spell, directing it against a single target of their choice exactly as it was originally cast against them. This power can be invoked thrice per day.

Tuesday, April 28, 2009

Trollhand is an actual troll's hand, a dessicated relic carefully preserved and reeking of embalming fluid. The hand ends at the wrist, where a heavy mesh of silver and copper wires forms a broad cuff. Trollhand radiates Superb alteration and healing magic, and a Great test of divination magic will reveal its enchantment.

Trollhand's magic is activated by pressing the cuff to the stump of a living creature's right wrist. The metallic cuff will immediately writhe to life and wrap itself tightly around the stump, while tendrils of troll flesh will animate and attach themselves to their new host. These tendrils will grow into the host's flesh, crawling like greenish gray worms under their skin and up their arm, permanently affixing Trollhand in place. After one hour the process of attachment will be complete and the full effects of Trollhand will be felt. The host gains the following attributes and abilities:

Superb strength bonus with their arms.

Superb regeneration from physical damage.

Claw attacks, thrice per day the host can cause powerful claws to form on both hands. They can use these to attack, gaining two Great claw attacks each round for six rounds.

Monday, April 27, 2009

This ornate beetle-shaped piece of jewelry has a body of delicate hammered gold plates shaped to a mesh of fine platinum wire. Slender platinum antenna and legs give the piece a life-like appearance. The carapace of the depicted scarab is fitted with deep green emeralds and pale moonstones, each piece carefully cut to interlock with its neighbors, forming a smooth contiguous shell. The item radiates Great protection and mental magic, and a Superb test of divination magic will reveal its enchantments.

The Scarab has the following characteristics:

Mind Armor - The Scarab provides Great protection against mental domination or mind altering magic. This is a passive ability.

Sense Life - With one round of concentration the bearer can sense the presence of life within a 60' radius. This sense reveals the general direction and potency of the life forms. A significant thickness of stone or metal will block Sense Life. This power has Great potency and can be used at will.

Read Thought - The bearer can read the surface thoughts of a single creature within sight. Read Thought can be used thrice per day and lasts for three rounds per invocation. A psychically aware creature might be able to sense this power and block it (Great test to detect and resist).

Suggestion - The bearer can implant a suggestion in the mind of a chosen target within line of sight. The victim will attempt to carry out the suggestion as if it were their own idea. The target can resist the suggestion (Great test), and will become hostile if suggestions are self-destructive or in complete opposition to its nature. A suggestion lasts until its goal has been accomplished (this can be a very long time for some suggestions).

Domination - The bearer can completely dominate a single target within line of sight. The target must resist (Great test) or fall completely under the control of the Scarab's owner. The controller's own body stands idle and unaware while they control their victim. They can use any of the victim's physical abilities, but not spells or other mental abilities. The controller can use any of their own mental abilities or spells, provided all physical requirements can be met by the victim. Self-destructive actions (i.e. jumping off a cliff) grants the victim an additional resist check (Great). If the victim is killed while being possessed the controller falls unconscious for ten rounds. This ability can be used once per day and lasts six rounds.

Friday, April 24, 2009

Today's article features short takes on three dangerous weapons. My usual writing time this week has been a bit constrained by time devoted to my play-by-mail WWII-era pulp action game. I've also been in a bit of an old-school mood and sometimes shorter is better.

Acidic Blade - This delicate scimitar features a polished steel blade fitted with gold hilts, a black-dragon hide grip, and a polished moonstone pommel. The weapon radiates Fair combat enhancement and Good alteration and protection magic. It has the following attributes:

Fair damage and accuracy bonus.

Good immunity to acid-based attacks.

Thrice per day the blade can be commanded to exude magical acid for six rounds. Blows struck while the acid is present inflict Good acidic damage in addition to normal damage. The acids burn through organic materials quickly, but metals are unaffected.

Shatter Foe - A heavy two-handed hammer with a crudely shaped head of black iron and a haft of red-dyed steel, this weapon requires Great strength to wield effectively. The weapon radiates Good combat enhancement and Great evocation magic. It has the following characteristics:

Requires Great strength to wield.

Poor accuracy.

Superb damage bonus.

Upon command the weapon's hammer-head doubles in size for one round. A blow struck with Shatter Foe in this state inflicts Epic damage and stuns a living target. Non-living targets are broken or shattered. This power can be invoked six times per day.

Chaos Spear - This rather plain looking weapon features a bronze head inscribed with an interlocking pattern of feathers and eyes. The shaft is polished ironwood, dyed dark red. The weapon radiates Good combat enhancement magic and Great alteration magic. It has the following attributes:

Good accuracy enhancement.

Can be thrown up to triple normal range with no penalty.

Returns to the hand of the thrower the round after being thrown.

Upon command dozens of bird-like figures stream forth from the weapon's blade, striking all foes within a 30' radius (Great dodge test to avoid being struck). Anyone struck is confused for three rounds. This power can be invoked three times per day.

Thursday, April 23, 2009

One of the major creatures I'm using in my One Page Dungeon Contest entry is a venomous water spider. I always like using spiders because they're sneaky and predatory. Webs are always a fun way to inflict some pain on your party.

The venomous water spider has long, slender legs and a slim body covered with coarse black hair. Adult specimens have a eight to ten food leg-spread and a four foot long body. They use the coarse hair on their bodies to carry along bubbles of fresh air as they skitter and crawl along the bottom of rivers and lakes, anchored by threads of silk, in search of prey. They attack with powerful fangs and a potent sting, disabling their prey then immobilizing them with webs. Spiders store their prey in air-filled nests or caves. Young spiders often lurk near their parent's lair, feeding on the accumulated prey.

Wednesday, April 22, 2009

Deep beneath the surface, darkness reigns. Most living things that inhabit the depths adapt to the eternal night of underground living. For those that don't, Luma provides an alternative to the darkness.

Luma is a fungus that forms vine-like colonies near deposits of sulfur-bearing minerals that provide their primary source of nutrients. The vines support support an array of pendulous globes that consume the sulfur compounds, producing both heat and light as part of the reaction. A single Luma colony can extend hundreds of yards through natural caverns and caves, creating pockets of light and warmth in the darkness.

Luma colonies attract a variety of underground life. The light and warmth they provide is sufficient to support primitive plant-life such as algaes and mosses. These plants, in turn, provide the basis for a broad food chain. Intelligent under-dwellers have learned to cultivate Luma, using it as a basis for their own societies and cultures.

The typical Luma colony spans 200 yards of caves and caverns. Dozens of vine-like tendrils rise from the tangle of tiny roots that mark the base of the colony. The tendrils spread and climb across any surface, sprouting tiny roots of their own, questing for additional sources of nutrition. Fist-sized globules sprout at uneven intervals, each emitting pale yellow light, equivalent to dim sunlight, in a 60 foot radius. The ambient temperature within the area containing the colony is elevated 10 to 15 degrees about the surrounding area.

A colony that exhausts its food supply will wither and die, each pod spraying forth a cloud of dust-like spores that cling to anything they touch. Spores that find a fresh sulfur deposit, sprout and form a new colony in two to four days.

Tuesday, April 21, 2009

I was going to skip today's post, because it's my birthday, and I don't work on my birthday. Instead I started thinking about birthdays, weddings and funerals, and how rarely they're featured in RPGs. Sure there are many games where they don't fit the play style, but where appropriate they can add color and depth to the campaign.

The average game group features four or five main characters and a host of NPCs, major and minor. If you take all those and lay out their dates of ritual importance on a calendar, you'll quickly discover, as I did, that the days fill up very quickly. Now there's no reason to turn these dates into full fledged encounters or game-shattering events, but they can add some flare and help develop your NPCs into more believable characters. Here are a few examples of how this idea can be used:

Birth and Growth

The party's favorite merchant is a new father. He follows the tradition of announcing his child's birth and offering wine to all visitors to his shop on the third day of the child's life. Guests usually give a small gift of silver coin as a token of congratulations.

A favored hireling asks the group's priest to oversee a young cousin's initiation into the family's religion, a task that will require a trip to the cousin's small outlying village.

The village celebrates the annual coming of age festival in the late spring after the crops are planted. A public feast followed by a drunken celebration brings business in the village to a standstill. There are usually two or three children conceived as a result of the festival, callously referred to as Crop Kids.

Marriage

A wedding is a good excuse for a Festival especially if the couple has high place in society.

Of course weddings aren't always happy affairs. Consider the early scene in Tombstone where a wedding becomes the setting for a bloody and violent confrontation.

Anniversary celebrations are easily ignored by everyone but the married couple. Woe betide the spouse that forgets an anniversary. Perhaps the group is hired to obtain the perfect gift for a nervous spouse, providing an adventure with a built in deadline.

Death

Adventurers are quite familiar with death (usually). It's funny how rarely it's rites and rituals are integrated into play. A funeral is a good way to bring closure to a story arc (the death of a nemesis or a sponsor) or start another (the appearance of a vengeful relative of the fallen).

Something as simple as an annual visit to a grave site on the anniversary of a parent's death becomes a challenge when the adventurers are miles away. Failing to pay homage might have no real effect, but appearances can be just as important as magical powers. The disrespectful son or daughter might find themselves treated with disdain or anger by their relatives or friends.

Of course dungeon crawling player characters often find themselves in situations dispassionate observers would classify as grave robbing. Sure they might be really old graves, but how are the locals going to react to a bunch of outsiders trying to pawn funerary objects?

So there you have it, some random ideas about celebrations of life and death to add to your campaign. I hope you find something here you can use. Me, I'm off to enjoy my birthday (leave your gifts of silver to the right -- *grin*).

Monday, April 20, 2009

Today's Grim Monday is an evil, demonic being, a foe to make your players weep. The Demon Spawner is a powerful enemy on its own, but it can also serve as a potent ally for your favorite recurring villain.

The Demon Spawner is a lesser demon, subservient to its more potent brethren, who view the breed as a useful tool for spreading chaos and evil in the material world. Demonologists seek the true names of Spawners so they can exploit their primary ability for their own ends. Summoning a Demon Spawner is an Epic test of demonology.

The Demon Spawner appears as a large, squat humanoid form with flabby folds of leathery skin hanging from its form. Its round head bears a single, black, hate-filled eye and a broad slit of a mouth filled with needle like teeth. Each hand bears long claws that it uses in combat.

The Spawner’s primary ability is producing the Demon Brood, small, worm-like parasites it vomits forth at will. These foul creatures are easily slain, but if implanted in a living being, they cause the target creature to become a near-mindless berserker. If the Spawner implants the Brood itself, the target falls under the demon's control. If someone else implants the Brood using certain magical rites (Great test of demonology), the target falls under their control. This control has a range of one mile. Uncontrolled possessed beings wander mindlessly, slaying any living being that crosses their path. An implanted Brood can only be removed through the application of Superb divine magic (essentially an exorcism).

The Demon Spawner has the following characteristics:

Superb demonic nature

Superb resistance to magic

Superb clawing and biting attacks

Epic toughness

Great charm / domination magical ability - The Spawner has access to a variety of magical spells focused on charming and dominating its foes.

The Spawner can become invisible at will.

The Spawner may carry out three separate actions each round.

Fear Aura - Anyone within a 10 foot radius must resist (Great test) or be stricken with fear. This is a passive ability.

Paralytic Gaze - The Spawner can paralyze a chosen target with its gaze (Great resistance check). This ability can be used at will up to 10 times per day. Paralysis lasts six rounds.

Control Brood- The Spawner can control the actions of any Brood-controlled creatures within range, giving orders to any number with a single action. This ability can be used at will.

Consume Brood - The Spawner can consume any Brood-controlled creature, taking a full round to do so. The Spawner gains Superb regeneration for six rounds each time they use this ability. Any being consumed is permanently destroyed.

The Possessed

Those possessed by the Brood lose their free will and all magical abilities and powers. They retain their physical abilities. They can carry out basic commands, but complex tasks are beyond their abilities. In combat they use whatever weapons are at hand, attacking a single target until it is slain. The Brood provide their host with Fair regeneration abilities and a Good strength and toughness bonus.

Saturday, April 18, 2009

MJ Harnish over at Gaming Brouhaha wrote a thoughtful post about food and gaming with which I cannot disagree. Food has always been part of my gaming experience and I've been lucky enough to game with a group that includes some really talented amateur chefs. Whether it's the fresh fajitas, BBQ showdown, giant breakfast of doom, or just a few snacks at the table, food is an integral part of the game.
He also posted a chili recipe. I can't let that pass without a counter. Who puts cinnamon in chili?It's on.
This makes a big pot. Takes about 3 hours. Make a day ahead and allow flavors to blend overnight.Ingredients:

Friday, April 17, 2009

In the article about my One Page Dungeon Contest entry I made passing mention of a few of the creatures I'm going to be using in the dungeon. Today's article talks about the beautiful and deadly Carnivorous Water Lily (photo by Ctd 2005).
Plants capable of surviving in underground pools and and rivers are few and far between. The Carnivorous Water Lily thrives in these environments, supplementing the scant nutrients taken up through its roots with heartier fare it captures with its specially perfumed flowers and round, sticky leaves.

Carnivorous Lilies look very much like their mundane kin. Long flexible stems rise from the rhizome, supporting broad, rounded leaves that float across the water's surface. Similar stems support the plant's large ornate flowers. The similarity ends there. The leaves of the Carnivorous Lily are nearly colorless, and their surface is covered with thousands of tiny hairs that exude a sticky sap. The plant's flowers have dead white petals with many long yellow stamens. The plant's stems are animate and covered with tiny hooked spines. Carnivorous Lilies are quite large, a single plant can spread to cover a 15 to 20 foot radius pool with individual leaves that are a foot or more across.

The plant's flowers emits a perfumed scent that carries a potent sleep-inducing chemical. Once a victim is subdued by the plant uses its sticky leaves and spiny stems to drag them underwater, drowning them. The plant is not particularly tough, and a conscious human-sized victim can easily break free, though the plant's usual prey (amphibians and vermin) are not so lucky. Once drowned the victim is held near the plant's roots, which grow into the remains and being the digestion process.

Thursday, April 16, 2009

What do Lizardmen, ghouls, venomous water spiders and carnivorous water lilies have in common? They're all featured in my entry, the Lost Tombs of the Serpent Temple.

A human temple, long fallen and forgotten, once stood guard over burial vaults atop this cliff. The Lizardmen, led by a powerful shaman, now use the site for their sacrifices and rituals. They have taken up residence in the accessible caves below the cliff, while more dangerous foes lurk in the depths.

For my entry I get to pull out one of my favorite monsters, the Lizardman. Nothing makes me happier than a tribe of scaly primitives threatening the party's safety. Because the format is very constrained there won't be a lot of detail in the dungeon key itself. I'm planning on detailing the creatures from my entry right here, but for now you'll have to be content with a preview of the map.

And yes, this is kind of a cheesy cop-out post. I got sucked into this map big time!

Wednesday, April 15, 2009

Inspired by a story from NewScientist I give you the snow monkeys . The real snow monkeys (Japanese macaques) are small old world monkeys native to Japan. They are the northern-most dwelling non-human primate in the world (image Wikimedia Commons).

These are not your average snow monkeys.

The snow monkey is a large primate, with full grown specimens weighing in at 90 - 100 lbs. They are ground-dwellers, foraging and hunting across a broad territory in packs of 20 to 40 individuals. Their omnivorous diet includes practically anything. In the warmer months they feast on edible plants, roots, nuts and berries, insects and small mammals. They are also proficient hunters, cleverly using their superior numbers and mobility to surround and take down prey as large as deer and caribou. Packs will also scavenge, commonly driving wolves from their prey. Snow monkeys possess strong jaws and well-developed fangs. They will also use stones, bones, ice and tree limbs as missiles.

Snow monkey packs establish a semi-permanent home on near vertical cliffs, taking advantage of any cover provided by caves or crevices. At night they huddle together for warmth while sentries maintain a watch over the pack. They are excellent climbers, traversing ice, stone and wood with ease. During the coldest months of the year the activity level of the pack drops significantly as the group huddles in deep crevices or snow caves, conserving their energy as best they can.

They can communicate over long distances with hooting calls and cries. They are quite intelligent. Some have reported packs using bones and sticks as tools to dig or expand snow caves for protection. Fiercely territorial, snow monkeys will defend their home against any intruder, particularly during the spring months when young are present.

Snow Monkeys have the following characteristics:

Good toughness and strength

Fair stealth and hide skill

Good bite attack inflicting Fair damage

Fair throw attack inflicting Average damage

Superb climbing skill

Encounters

The party crosses paths with a pack of snow monkeys on the hunt. The monkeys will observe the group and attempt to isolate and pick off a party member. They have no fear of humans.

The party encounters a pack feeding on a downed deer. The monkeys will ignore the party unless they approach the meal too closely.

The party stumbles into a snow monkey den. The pack will attack fiercely, swarming the nearest party member and dragging them away from the others. The typical den should be a precarious battleground for the party due to its location.

Tuesday, April 14, 2009

In today's article I look back through some old articles and pick out a few of my favorites. There are two reasons for doing this. I'm following along with Pro Blogger's 31 Days to Build a Better Blog and today's exercise is about interlinking. The second, more important reason: it's a rainy gray Monday morning and I feel lazy.

About Stats - This article talks about how I'm describing items and lays out some numbers to go with the descriptive words I use. It also offers up links to the game systems that gave rise to this descriptor system.

Indomitable Banner - This item should have been part of the War! RPG Blogger Carnival. Unfortunately it was a couple months too early.

Necklace of Feathers - This was one of the first posts I wrote that drew real live comments. It must be good right?

Blue Rock Springs - This was an early encounter effort that passed in silence. I liked the idea, but in retrospect I suspect it was too long to draw people in. What do you think?

Guards and Wards - I've always liked protective magical devices. In most game systems magic users are glass cannons. If I were a glass cannon I'd want some cover!

Warping Door - I don't recall exactly where this idea came from. It sprang to life full formed in my brain. I suspect it was inspired by some combination of playing Guild Wars, watching SG-1, and scotch...

There you have it, some of the better articles in the archives, at least according to me. I hope you'll take a look and find something you like.

Monday, April 13, 2009

Today's Grim Monday is an oceanic horror, ready to feed on the unwary swimmer that ventures too near. This beast was originally one of several beasts I designed for a tropical island-hopping campaign.

The Crevice Creature is a sedentary relative of the octopus, living in rifts and crevices in the sea bottom. It anchors itself with two powerful tentacles, using its remaining six limbs to capture prey lured near its lair. Crevice Creatures are ambush predators. Each of its six hunting tentacles end in a thin, worm-like appendage. The beast extends its tentacles in all directions, coiling the luring tip back and moving it to suggest easy prey to passing fish. Anything that ventures near is grabbed by the Creature's powerful, sucker-equipped tentacles and dragged to the beast's large, beak-like jaws. The Creature's body is a soft, shapeless mass protected from passing predators by the tough sucker-lined surfaces of it's attack tentacles. Two large eyes on retractable stalks allow the creature to see its prey, while a protruding vent tube provides clean water to the beast's gills.

When they first hatch Crevice Creatures are free-swimming, having the appearance of their octopus relatives. After their first year of growth they settle in a crevice or rift and begin their sedentary ways, shifting locations from time to time as they outgrow their lair. The sedentary form has a tentacle spread of a foot up to thirty feet or more. Larger specimens can easily capture human-sized prey (Image by foxtongue).

Crevice Creatures have the following physical characteristics (attributes are given for small / medium / large specimens where appropriate:

Epic hide ability due to camouflage.

Fair toughness tentacles, Average toughness body.

Six Fair / Good / Great attacks with tentacles to any target within range. Attacks can be directed against up to three separate targets. Successful tentacle attacks result in the target being snared and dragged to the beast's jaws in the following round.

One Good / Great / Superb attack with beaked jaws to any snared target.

Ink spray - The Creature can jet forth a cloud of noxious ink, filling a spherical area equivalent to its tentacle spread. The ink blinds anything within its area of effect (Superb difficulty test to see within the cloud). It also has a mild paralytic effect on creatures within the cloud, slowing reactions by half (Good resist check to avoid effect).

The undigested remains of any victims (anything inorganic) pass through the Creature's body and are deposited in the depths of its home, along with any carried items. The ink glands of the Crevice Creature are valued both as a dye and as an ingredient in a paralytic poison.

Saturday, April 11, 2009

Zachary on RPG Blog II is tallying up a top 25 games of all time. He's asking for fellow bloggers, readers and anyone else to contribute, so I'll throw in my $.02, though I don't think I can honestly come up with 25 favorite games...

White Box D&D - This is where I started, and it has colored my gaming ever since. Our initial play would be considered simple (more like crude and primitive) these days, but the vast joy derived from those three little books is timeless.

Classic Traveller - CT was my first exposure to a non-fantasy. I found it in the first real game store I ever visited, as a freshman in college. Previous gaming purchases via lowly KB Toys. Kids these days don't know how lucky they are with their internet tubes and such... It's an RPG. In space. And you can die during character creation! I was sold.

AD&D 1st edition - Long long hours of gaming. First home-brew campaign world. All-night college games. Epic combats (including a couple small wars).

FUDGE - This system and the loosely structured play style it supports did a lot to change my fundamental perception of RPGs.

AD&D 2nd edition - Too many game hours to count. Still the staple system with my long term gaming group.

Fate RPG - Aspects. That is all.

Call of Cthulhu - I've been a fan of Lovecraft since I was a young teen. Seeing my CoC books these days makes me sad, because I haven't played in a long time.

Amber - Diceless mechanics and some truly epic play-by-mail games.

Vampire the Masquerade - This is the game that taught me that I don't enjoy all RPGs. It's not a favorite, but I give it a place on this list as a token of respect for the lesson learned.

Friday, April 10, 2009

Lately I've been working with Inkscape and Gimp, two freely distributable drawing programs, hoping to improve my mapping skills. The attached map represents a few hours work in Inkscape laying out a multi-layer cavern complex. Writing about non-flat dungeons inspired me to work on something that pushed things both vertically and horizontally.

I'm working on the assumption that this cave complex was originally created by water action. There are three primary levels, the lightest tone top level can be accessed via sink holes at A and B. There are holes / tunnels leading to the lower layers at points C, D, and E. The middle layer has entrances via sinkholes at F, G, and H; and a worked entrance at I, leading to an area that has been shaped by someone or something. Holes / tunnels lead to the lowest level at J, K, and L. A side view of the middle layer would show it as sagging in the middle where massive chamber M forms the core of the complex On the lowest level chambers N and O hold underground lakes, while P is a waterfall leading further down.

This is only a rough layout. Hopefully I can put in some time on this over the weekend to finalize the caves and start marking up gradients, connections, and water. Eventually I'd like to do a side view of this mess too, but I fear my drawing skills aren't up to that yet. In the mean time... enjoy these crude scribblings!

Thursday, April 9, 2009

This long, two-handed flail is a hideous weapon by most standards. The heavy haft is shaped from a demon's thigh-bone, its origins proclaimed by its blood red tint and the many natural spines protruding from either end. The grips of the terrible weapon are decorated with what can only be human skin, the grisly covering held in place with black nails cut from demonic horns. Three chains of blood-stained, rusted iron interspersed with heavy, spiked vertebrae of demon bone hang from the business end of the haft. Each chain ends in a preserved demonic hand, claws curled to strike. On the whole the weapon is both large and heavy, requiring Great strength and at least human stature to wield effectively. Those that dare touch the hideous thing will note both a faintly greasy feel and a burning smell when the weapon is held (though neither effect appears to affect the weapon's performance).

Crippling Strike - When invoked the next six blows struck by the Flail cripple the target (Great test of resistance to avoid effects). The wounds cause searing pain, inflicting a Great penalty to the recipient's next six actions. The wielder can invoke this power thrice per day.

Lifetaker - Twice per day the bearer can command the Flail's chains to multiply and shoot forth to cover a 30 foot diameter circle of razor-spined chain and bone. Any creature within this area suffers a Good attack, with all damage inflicted healing the Flail's bearer a like amount. This action takes two rounds to complete (damage is inflicted in the first round, healed in the second as the chains retract).

Demon's Torment - When this power is invoked the next successful attack causes the weapon's spines and claws to dig in and wrap around the target in an agonizing net. The target automatically suffers full damage each round and suffers an Epic penalty to all actions. Breaking the weapon's grip is an Epic test of strength. This power can be invoked once per day and lasts up to ten rounds.

The Demon Bone Flail is semi-sentient. While it will serve anyone willingly it imposes its own cost. Each time the Flail is wielded in battle the bearer must make a Good willpower check. Failing the check allows the Flail to exert control, forcing the bearer to slay any and all foes within sight without mercy. Each time the willpower check is passed the difficulty increases by one rank. Failing the check returns it to its initial level. Note that friends and allies who attempt to stop the bearer will be perceived as foes.

Wednesday, April 8, 2009

Well the actual tournament is over, time for the results. After a long and hard-fought tournament, the winner of Alternate Reality is: Classic Traveller!

I'm happy to say I actually called this year's winner. I was a bit worried about how the storied program from the Traveller Conference was going to hold up against the aggressive play style so common in the Big D&D, but in the end, finesse takes the win.

Today's post is going to be short and sweet. Dungeons are known for their tricks, traps and generally weird stuff. Here are five typical dungeon features, each with a twist:

The Unpit - Pit traps are standard fare, but this one is a pit and a way forward. The victim falls on the spring loaded iron plate which opens to send them further into the right-hand branch of the pit (possibly occupied by zombified former victims of the fall. Should they survive they can struggle to rejoin their companions or explore the left hand branch, which leads who knows where.

The Road to Nowhere - Teleportation is a common GM trick, but in this case it goes nowhere. Place a long straight corridor somewhere, then put two long-ish teleporters in the middle of the passage. The teleporters send the characters 100 feet back along the hall. The party might notice if their marching order is spread enough to not be transported all at once, but otherwise they could be walking for a long time.

Amazing Maze - Most players figure out the "follow the left wall" trick for getting through a maze. It's fairly easy to build a maze where this trick doesn't work (and it gives you a reason to go vertical too). When you start drawing your maze, think of it as a room within a room and maintain a clear path (as twisty as you like) between the two. Place one entrance to the maze on the outer edge of the outer room, then place a stair, ladder or ramp in the center of the inner room. A party following either wall from either entrance will end up where they started without finding the second entrance.

Take a Dip - Underground pools and streams are nothing new, many natural caves are formed by water action. Instead of treating a body of water as a feature, use it as a path to other areas of the dungeon. It takes real guts (or stupidity) for a character to brave a stream that vanishes down a hole or under a ledge.

Tactical Advantage: Party - Giving the kobolds defensive fortifications is a common theme. Now reverse it. Place some good, empty defensive fortifications in your dungeon, then set up an encounter with a powerful foe somewhere nearby. Let your party use the fortifications to their advantage for once. To maintain suspension of disbelief a low intelligence but powerful foe is probably a good choice here.

Tuesday, April 7, 2009

The mage Mishta devoted many years to studying the powers of sympathetic magic and animated magical items. He created the Avian Helms as part of these studies. Each barbute-style helm is made of an alloy of mithril and steel, worked with a pattern of feathers etched and stained to match the plumage of the appropriate bird. The crest of each helm bears a silver crest worked into the form of a bird. There are two known Avian Helms. Mishta's notes hint at others, but no details or records of their forms remain. If tested for magic each helm radiates Good protection magic and Great alteration and animation magic.

All helms have the following properties:

Each has one or more command words, which can be discovered with a Good test of divination magic.

Provide a Good bonus to defense.

Once donned the helms cannot be removed by force or mischance.

Flight - once per day the wearer can fly with Good skill for one hour.

The additional powers of each helm are outlined below:

Heron - The crest of this helm bears the long, curved neck and head of a great heron. The helm plumage is slate-blue, with white and black tones highlighting the bird's jet eyes and ivory beak. The helm has the following powers:

Stalking stance - The wearer gains a Great bonus to stealth tests. This is a passive ability.

Water walking - When this power is invoked the wearer can walk across water, mud or other unstable surfaces as if they were solid ground, leaving no trace of their passage. This power can be invoked thrice per day, lasting 1 hour per invocation.

Stunning strike - The wearer can command the helm to animate and strike their foes. The helm has Great attack ability and attacks independently from the bearer. Any blow that lands does Good damage and stuns the target for 1d4 rounds. This power can be invoked thrice per day and has a six round duration.

Eagle - This helm bears a fierce eagle's head upon its crest. The helm and crest plumage is dark brown and gold. The eagle's eyes are fashioned from amber, while its beak is covered in gold leaf. The helm has the following powers:

Raptor's eye - The wearer gains a Great bonus to observation tests and are very difficult to ambush or surprise (Great bonus to surprise tests). This is a passive ability.

Eagle's wing - The flight ability of this helm can be invoked thrice per day instead of once. The bearer gains Great flying skill instead of Good.

Hunter's call - The helm's crest can be commanded to emit a piercing shriek, causing fear and deafness to anyone within a 30' radius of the wearer (Great test of resistance). The wearer is immune. This power can be invoked thrice per day.

I'm not going to comment on the whole situation as I'm not really affected. The only WotC products on my gaming shelves are some really old MtG cards (no you can't have my Black Lotus) and the 3.5 D&D boxed set (mint / unused). I think quite a few people are reacting to the distributor notices they've received and not reading the WotC press release which includes this paragraph:

"In conjunction with the Retailer Rewards program, Wizards of the Coast will also release a new Internet Sales Policy on April 6. The new policy will have clear guidelines for online sales of Wizards’ product, and requires that retailers register with Wizards by signing an Authorized Internet Dealer Agreement."

That makes it sound like this may be a temporary situation. Poorly handled? Yes. End of the world? No. Better legal minds than I will have to analyze the dealer agreement.

I do feel bad for the people who are losing out on extra downloads from sites like Paizo and DTRPG, I think they're the ones that are going to suffer the most.

Damn, I started commenting. What I really wanted to say was this: if you have purchased PDFs, heck if you have valuable data of any kind, from anywhere DO BACKUPS. Right now. This event should illustrate the value of having duplicates of your electronic media to prevent accidental loss or damage. Doing backups is one of the least rewarding tasks out there, right up until you dump a beer into your laptop.

Monday, April 6, 2009

A lot of people talk about what it was like to game in the old days. These two tables come straight out of my gaming roots, reflecting some of the deadly nature our game sessions used to have. We first started using these tables in the early 80s. Our best guess as to their origin is "some guy at Virginia Tech made them." The originals are typewritten (yes, with a real typewriter) and have nearly disintegrated from use. I created electronic copies and cleaned up some of the typos in the originals, but the results are about the same. Death and mayhem.

We used these with all flavors of D&D (primarily 1st edition back then). Our house rules were that a one was a fumble and a 20 was a critical on any to hit roll. Both characters and their foes were subject to the whim of charts, allowing even the lowliest kobold to pose a significant threat to the party. So without further ado, here they are:

Saturday, April 4, 2009

Earlier this week Jeff's Gameblog posted up some thoughts on the 2D-ness of many dungeons, along with some really great examples of maps that bucked the trend. I had mixed reactions to the article. Jeff certainly has a point when he says "Even many incredibly awesome dungeons suffer from a basic problem in that we, the dungeon designers, allow the graph paper to do some of the thinking for us."

But wait a minute.

Take a look at the world around us and the spaces we live and work in every day. Most of them are... flat. Sure there are exceptions, but humans (and in the fantasy world humanoids) are generally upright ground-pounders. There's a good reason things are flat. Flat is usable and efficient! Even a lowly kobold would rather use a corridor instead of stairs if he could. And who wants to carve all those steps when a straight passage will do? We're all inherently lazy creatures. Be honest now, would you rather have the office water cooler just down the hall or up two floors with no elevators?

Nooooo! Flat is boring and lame! I can hear the protests now.

I agree. My point is forcing vertical features just to have an interesting map or present a movement challenge isn't enough. One should also think about why the vertical feature is there and what impact it has on the dungeon as a whole. The kobolds aren't going to make use of a big vertical cave, except perhaps as a dumping ground. A giant spider, on the other hand, could make such a cave a perfect home. Here are a few ideas for non-flat spaces and how they might be used in the dungeon environment.

Connections - Stairs, ramps, lifts, and ladders. Someone took the time to build or carve a passage between two elevations. The connection should reflect the builder's size and movement characteristics. Stairs or ladders created by kobolds would be uncomfortable for humans, while stairs carved by giants might be an obstacle. Anyone that goes to the trouble of creating connections is probably going to use them with some frequency. Wandering monster checks are a must. Lastly connections serve as good defensive barricades. A well designed stair can give defenders a positional advantage, and a well placed pot of boiling oil can ruin any group's day in the confined space of a spiral staircase.Defenses - Even underground a well-placed wall is a significant barrier. Fortifications that work outdoors work just as well, perhaps better, indoors. Imagine the pictured tower or a moat-protected, curtain wall, complete with drawbridge in the middle of a huge cavern. The defenders can use their elevated position on the wall to rain death on any attacker, while the waters of the moat hold who knows what horrors? Even a basic pit trap can be something more than a simple hole in the ground. Who's to say it doesn't lead to a chamber in a lower level?

Grand Displays - The big temple, the theater, the throne room. Places like this naturally lend themselves to galleries, balconies and other vertical spaces. They are often a focus of activity in an underground community, and as such are usually occupied and/or guarded. Access should suit the purposes of the space, and an area like this could serve as a hub, connecting several different areas of the community.

Natural Caves - If you want random vertical spaces, natural caves are your friend. Just take a look at these maps of Crystal Cave and Soldier's Cave in Sequoia and King's Canyon National Park. They provide a glimpse of how 3D caves can be. Natural caves are chaotic, difficult to traverse places. Fallen rock, stalagmites and narrow passages are enough to drive a cautious party insane. Many caves are created by water flow, and we all know water flows downhill. Natural caves should reflect this, featuring sloping floors and vertical drops along with underground streams, waterfalls, and pools. Passages shouldn't stop at the water's surface either. All that water has to go somewhere... Underground dwellers will be quick to make use of natural caves, saving themselves the work of laboriously digging tunnels and passages. Of course finding all the entrances and exits to such a labyrinth is difficult, so cautious inhabitants might simply wall off whole sections of a natural cave system, creating natural divisions in what would normally be a vast connected network.

In conclusion, use vertical space, but use it wisely. There are plenty of places vertical space can be used to challenge players without breaking their suspension of disbelief. On the other hand, don't take logic too far, after all (to play back to Jeff's original Star Trek theme), as Spock said: "Logic is a little tweeting bird, chirping in a meadow. Logic is a wreath of pretty flowers which smell bad."

Friday, April 3, 2009

This two-handed weapon bears only a passing resemblance to a sword. The blade and hilt are fashioned from single feather from a Seraphim's wing. The shaft of the five foot long feather is pure silver, while the vanes are purest white. Near the hilt, downy afterfeathers float in a swirling mass, forming a soft, but impenetrable guard. The entire weapon gleams with a pearly light, warming the surrounding area. The Seraphim Sword is deceptively light, when wielded it seems to float in the bearer's hand.

The pearly glow given off by the sword repels undead, infernal beings, and summoned creatures, hedging them away from the bearer (10 foot radius).

Heavenly Flare - Thrice per day the bearer may call down a bolt of pure divine energy that strikes everything within a 60 foot radius. Undead and infernal beings within the area suffer Epic damage and are blinded for 3-6 rounds. The bearer and their allies are healed for a Good amount.

Seraphim's Wing - Twice per day the bearer can sprout ghostly magical wings, allowing them to fly with Superb speed and skill. The wings last 1 hour.

Pure Cutting - When invoked the next blow struck by the blade will release a searing bolt of pure white energy, cutting through any object up to 10 feet in diameter. Mundane objects cannot withstand this blow, though magical items may resist (Legendary toughness test). This power can be invoked once per day.

The Serpahim Sword is semi-sentient, and will only serve a being with whose goals are honorable and good. Inherently evil creatures that attempt to touch the sword will suffer Legendary damage. Those the sword feels are unworthy cannot lift it. Should the blade's bearer be proven unfit, the sword will simply stop working for them.

Thursday, April 2, 2009

Lagra is a a magical liquid obtained only from the purest water sources. It is valued by artificers and alchemists for its unique ability to enhance the fundamental potency of whatever it is combined with. Once removed from its primal source Lagra evaporates quickly unless it is properly stored in carefully constructed crystal containers.

There are many theories as to the formation of Lagra, the most widely accepted being it forms when pure water flows over a natural magical source such as mithril or orquelum. Lagra is best sought at night, when its faint blue glow allows it to be easily spotted. The substance can be harvested using a specially prepared crystal pipette (Great quality item). Lagra is lighter than water and forms tiny slicks on the surface of calm pools of water from pure underground sources. Capturing and storing the substance in a crystal vial (Great quality also) is a Good test of agility.

Lagra is a potent catalyst for magical constructs. It is often used in the preparation of potions, inks, and pigments. Dark Wood absorbs Lagra quickly, and combining the two magical elements increases the potency of any item constructed from the enhanced material.

Properly assessing the effect of Lagra upon a magical creation is a Great test of alchemical skill. Preparing it for use and properly combining it with other liquids is a Great test of alchemical skill. Combining it with non-liquids is a Superb test of alchemical skill.

Wednesday, April 1, 2009

The Jester's Rod is a wooden walking stick, about two inches in diameter. The rod has a rounded iron head carved with the face of a cheerful, grinning imp. The shaft of the rod is brightly painted with alternating bands of red, blue and yellow. The lower end of the rod is finished with a plain iron ferrule.

Determining the rod's magical properties will reveal Great alteration magic at work. A Great success at divination magic will reveal one of the rod's command words, though an Epic success is required to determine what the words actually do. Any items created by the rod last for one hour unless used up. Created items can also be dispelled (Great test of dispel magic). Alterations effected by the rod are permanent.

7 Four to six nearby vermin or insects grow to giant size and attacks!

8 Up to 50 coins carried by the user become more (1-4) or less (5-6) valuable (gold becomes silver or vice versa for example).

Word of creation: this word can be used twice per day:

1-2 Animate vines spring forth in a 5' wide, 10' high circular hedge with a 20' in radius. Anyone entering the area of effect is snared and entangled until they succeed at a Great test of strength.

3-4 Three animated swords appear 10' from the user. Each attacks a nearby target, moving on to the nearest living creature (10' per round) if their initial target is slain. Initial target is (roll for each):

1-2 Nearest ally

3-5 Nearest foe

6 The user

5-6 A magical fount appears at a random location within 30' of the user. Any living creature drinking from the fount is healed a Great amount.

7 A complete duplicate of a random nearby creature appears and immediately begins assisting its original to the best of its ability. Target is:

1-3 Nearest ally

4-5 Nearest foe

6 The user

8 A complete duplicate of a random nearby creature appears and immediately begins attacking its original to the best of its ability. Target is:

3-4 A cloud of biting, stinging insects swarms forth, creating a 10' radius cloud in a random area 20' from the user. Anyone in the cloud suffers Average damage from bites and stings. The cloud moves 10' per round towards the nearest living creature.

5-6 Illusionary copies of the nearest three allies spring forth, confusing friend and foe alike. The copies vanish if struck but otherwise duplicate the actions of their original.

7 A cloud of dense fog billows forth in a 30' diameter sphere centered on the user. The fog effectively blinds anyone in the area of effect and if constrained by walls, expands to fill any available space.

8 A stream of oily, slick liquid shoots forth, coating the ground in a 30' long by 10' wide path in front of the user. Anyone in the area of effect drops what they are holding and falls. Any action in the area of effect requires a Great test of agility.